The map is north down :-)
The group moves to look into the rooms and finds cloaks in them. In the second one an elf warrior leaps out to attack Kelgan and swings a wicked curved blade that misses!!! The elf wears a blue tunic with gold braid. His pants are cinched with a belt of vines with a silver buckle with a small forest leaf on it.
Perception DC 20:
You see the elf before he leaps and act in the surprise round
Eyes wide, Kelgan just manages to get hsi shield high in order to block the incoming blade. His teeth set, and he reverses the head of his war-axe, returning the stroke with the blunt hammer-back.
attack, nonlethal:1d20 - 2 ⇒ (6) - 2 = 4
The care he takes not to mortally harm the elf, though, allows his attacker to dance aside.
"Stand still, ya pointy-eared gangly @#$%^! We're not going to hurt you! Well, much..."
The elf takes a magic bolt and arrow, but curses and shouts:"I will fight to honor my kin and ken." Cleave:1d20 + 6 ⇒ (9) + 6 = 151d20 + 6 ⇒ (16) + 6 = 22
His wild swing with the elven blade missed Crom and Kelgan.
Morgan's arrow bites deep and the elf spits up blood. When Mit'l reaches to grab the elf and receives a nasty swing in return.
"You fight me with no honor, about five to one!" AoO curved blade:1d20 + 6 ⇒ (11) + 6 = 171d10 + 9 ⇒ (5) + 9 = 14
Morgan receives a nasty wound, barely keeping his feet as the vicious blade cuts deep. 14 slashing damage "You will find me no easy prey."
Female Human Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*
"Come on out ya pointy-eared nuisance. Stop swingin' that sword at us, and we'll talk. You're outnumbered as it is, and I'm inclined to set everything in that closet on fire....including you!"
Intimidate (untrained):1d20 ⇒ 12
Morgan waits a moment, then unshoulders her pack and starts rummaging through it. "(sigh), where's my alchemist's fire?"
M Gnome Sorc 3 | AC w/mage armor 17 T 13 FF 14 | CMB -1 CMD 11 | HP 15/21 | F +3 R +3 W +3 | Init +6 | Perc +4
Noting the confused look n the elf's eyes Locan recommends that the group pause in their attacks and try reason. Hold everyone for all that is good. he says in a loud clear voice. Addressing the elf he adds We are not your enemy and act on behalf of your tribe. Hear is. As he says this Lorcan lowers his own weapon.
The elf seems to recover a bit, and as his rage ebbs, he manages to gasp:"You could be possessed. I need to find Shia, and stop her from a fate worse than death."
Then, overcome by his wounds, he passes out.
Elf barbarians with low CON scores
If administered 5hp of healing:
"I must go to my sister and stop her curse. I was hoping to ambush her tormentors and kill them."
M Gnome Sorc 3 | AC w/mage armor 17 T 13 FF 14 | CMB -1 CMD 11 | HP 15/21 | F +3 R +3 W +3 | Init +6 | Perc +4
It sounds like this elf finally has broken the enchantment meddling his mind. Why tie him up and disarm him now? He can be an ally. When the party is ready Lorcan touches the elf using his celestial fire ability. IF the elf is of good alignment he receives 1d4 + 1 ⇒ (1) + 1 = 2 healing. If he is evil, he takes that much damage.
Unable to figure out what caused his attack or wanting to risk healing him, the elf barbarian is left bound in the cloak room. You return to the main hall and see a somewhat symmetrical layout.
You notice on the northwall there is a drawing of a hand pointing east.
Looking to the east:
This is a roughly diamond-shaped cavern.
covered with dust. Archways in the north
and west corners lead to 10-foot-wide
arched hallways. Footprints in the dust
lead from the west archway out through
the north archway. Overhead, the ceiling
opens into a great dome filled with stalactites.
A broad platform juts from the
southeast wall into the center of theroom.
00 the platform is a statue of a man with a
long beard, who sits with his legs crossed.
A small altar stands before the statue. A
dusty pile of folded cloth lies before the
altar.
Looking to the west:
This is a roughly diamond-shaped cavern,
covered with dust. Archways in the north
and east corners lead to 10-foot-wide
arched hallways. Footprints in the dust
lead from the north archway out through
the east archway. Overhead, the ceiling
opens into a great dome filled with stalactites.
The cavern's walls are covered with
fresco paintings of the natural beauties of
the world. The frescoes are somewhat faded
and look long uncared for. A broad
platform juts from the southwest wall into
the center of the room. A 11-foot-tall
statue of a strong man with a long beard
sits on the platform with his legs crossed.
There is some sort of altar in front of the
statue's knees.
I will be running a Pathfinder Conversion of the Keep on the Borderlands. Use of Pathfinder Core Rulebook only.
The Realm of mankind is narrow and constricted. Always
the forces of Chaos press upon its borders, seeking to enslave
its populace, rape its riches, and steal its treasures. If
it were not for a stout few, many in the Realm would indeed
fall prey to the evil which surrounds them. Yet, there are always
certain exceptional and brave members of humanity,
as well as similar individuals among its allies - dwarves,
elves, and halflings - who rise above the common level
and join battle to stave off the darkness which would otherwise
overwhelm the land. Bold adventurers from the Realm
set off for the Borderlands to seek their fortune. It is these adventurers
who, provided they survive the challenge, carry
the battle to the enemy. Such adventurers meet the forces
of Chaos in a testing ground where only the fittest will return
to relate the tale. Here, these individuals will become
skilled in their profession, be it fighter or magic-user, cleric
or thief. They will be tried in the fire of combat, those who return,
hardened and more fit. True, some few who do survive
the process will turn from Law and good and serve the
masters of Chaos, but most will remain faithful and ready to
fight chaos wherever it threatens to infect the Realm.
You are indeed members of that exceptional class, adventurers
who have journeyed to the KEEP ON THE BORDERLANDS
in search of fame and fortune. Of course you are inexperienced,
but you have your skills and a heart that cries
out for adventure. You have it in you to become great, but
you must gain experience and knowledge and greater
skill. There is much to learn, and you are willing and eager
to be about it! Each of you has come with everything which
could possibly be given you to help. Now you must fend for
yourselves; your fate is in your hands, for better or worse.
Characters will be 15 point buy and use Core Rulebook only. How many players? Four will be enough and six will be better.
NO Traits. But I will consider awarding a bonus feat to exceptionally developed characters.
For those oldtimers, there was a day when a pink colored module came with your rules. For many, B2 was the first D&D module you went through.
DO I NEED TO BE AN OLDTIMER? No, knowledge of the Pathfinder CRB is sufficient.
WHAT DO I NEED TO QUALIFY? Submit the basics of your character and a short background. There are enclaves of all races nearby, most settlements are not mixed (think Lord of the Rings).
Note: The prd has a direct link to the Core Rulebook if you are in doubt. The three letters CRB often denote an item or feat is from the Core Rule Book.
If successful, adventurers will continue on in the U1-U3 series (known as the UK series). If this is successful, adventurers will continue through the A1-A4 series (known as the slaver series).
Keep on the Borderlands! WOOT! This was, in fact, the first D&D module I ever played in.
And....an extra special bonus: you're going to run the Sinister Secret of Saltmarsh, Danger at Dunwater, Final Enemy module trilogy for dessert?!? Frickin' sweet, dude!
I am absolutely interested in this. I guess the caveat I would list is that you probably should NOT accept me if the group gets really big (I was playing Durahl in your Swordthrust game and dropped because of the party size.) For me, anything bigger than 7 PCs would be too big.
Aww man...this was the first module I ever ran as DM....and killed the entire party!!!! And we LOVED it!! Would love a spot on this game, and will go with my NPC that I ran all those many years ago (of course updated to Pathfinder), a dwarven fighter..big on strength, low on intelligence...well I might change that a bit..lol...will get something up ASAP
Some pretty fond memories of that Keep and the Caves of Chaos beyond, but I think I have too much on my plate to sign up for this one after all. Good luck to all who dare wander here.
Ok...here is my submission for this game. If you have any changes or questions, please ask!
thank you
Grimm Warhammer:
Grimm Warhammer
Male Dwarf Fighter 1
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 15 (1d10+5)
Fort +4, Ref +1, Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +4 (1d4+3/×2) and
. . warhammer +5 (1d8+3/×3)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Toughness, Weapon Focus (warhammer)
Skills Intimidate +4, Knowledge (engineering) +4, Survival +4
Languages Common, Dwarven
SQ greed, hardy, slow and steady, stability, stonecunning
Other Gear Scale mail, Heavy steel shield, Warhammer, Backpack (6 @ 21.5 lbs), Bedroll, Belt pouch (3 @ 2.32 lbs), Canteen, Crowbar, Flint and steel, Mess kit, Rope, Sack (empty), Trail rations (3), Whetstone, 58 GP, 8 CP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
--------------------
Born at his clan's enclave in the Dwar Fortress-City of Deepholm in the Barrier Peaks just west of the human kingdom of Geoff, Grimm was raised to be a warrior in the Warhammer clan.
From an early age he was taught how to fight and survive. His clan were responsible for the defense of the WestGate and the adjoining halls. Grimm did his best to follow all the laws and orders given to him, but he felt some of these were silly or downright restrictive. Many times he argued with his commanders and teachers, trying to find different ways to 'get around' restrictive laws. The clan chiefs finally decided that perhaps some time in the lands outside the city might help Grimm to understand the need for all those 'pesky' laws.
So out he went, not exactly exiled, bit rather on a journey of discovery. He has wandered the human lands for a few years, and now finds himself on the road to a distant keep, looking for adventure and a way to bring honor to his clan.
This sounds awesome, brings me back to my middle school days when all this was new. I will come up with a character this afternoon. Am thinking about going for a wizard or druid.
I posted yesterday to say I had interest, but posts were lost after last night's site outage ... looks like a Cleric would be handy ...
How much use of the Map/tactics will there be? Wondering on build ... playing without map makes some feats unnecessary.
Looking at Gods, think I'll pick ... Vathris ...
Background on char
Spoiler:
Zon a Cleric of Vathris is originally a Flan nomad from the Bright Desert. He models himself after what Vathris once was, a Flan man with coppery skin, approximately nine feet tall, wearing beads of metal and clay in his long black hair ... a god who once stood for the future. However, he knows what Vathris' death turned him into, one now who only obsesses with the past and revenge.
The faithful of Vathris do not fear death or suffering, for they believe a Day of Vindication will come when all virtuous martyrs rise again to dwell with the righteous tribes to torment the wicked forever. They believe in keeping the laws of their people and judging carefully when to seek their vengeance.
I once asked the the man himself where in Greyhawk I should put his Keep. He agreed that the northeastern part of the Duchy of Ulek near the Pomarj made sense. So, it is in the southern part of the Suss forest near the Pomarj, a collection of orcs, goblins, and wild humans.
Elwitta can substitute Ulek for Cheliax. Maybe find and replace all.
Principality of Ulek:
The modern Principality of Ulek is generally located in the southwestern portion of the Flanaess, and is considered part of the Sheldomar Valley region. It is bordered by the Lortmil Mountains to the east, by the Old River to the north and west, and by the Azure Sea to the south.
As of 591 CY, the most populous towns are Havenhill (pop. 32,100), Gryrax (pop. 27,300), Thunderstrike (pop. 17,400), and Eastpass (pop. 15,500).
People[edit]
Population[edit]
As of 591 CY, the population of the Principality of Ulek totaled 538,400 persons, over half of whom are humans of mainly Suel and Oeridian stock. Dwarves make up the next largest group (around 30% of the total population), with hill dwarves outnumbering mountain dwarves by approximately 2-to-1. Halflings are also present is significant numbers (10%), while the remainder of the population is a mix of elves, gnomes, half-elves, and others.
Religion[edit]
The most popular deities among the Principality of Ulek's citizens are Ulaa, the dwarven pantheon, St. Cuthbert, Lydia, Phyton, Fharlanghn, Osprem, Ehlonna, Olidammara, and Norebo.
Languages[edit]
The most widely-spoken languages in the Principality of Ulek include Common, Dwarven, Keolandish, Halfling, and Gnomish.
Government[edit]
The Principality of Ulek is an independent feudal monarchy with hereditary rulership, and currently ruled by His Serene Highness, Prince Olinstaad Corond of Ulek, Lord of the Peaks of Haven. All royal and noble houses in the realm are dwarven. The royal family (House Corond) owns the city Gryrax.
The national capital is Gryrax.
Heraldry[edit]
The Principality of Ulek's coat of arms is blazoned thus: Quarterly; first, purpure a base dancetty or; second and third, argent a battle-axe gules; fourth, the last a diamond argent.
Economy[edit]
The Principality of Ulek's standard coinage consists of the platinum high crown (pp), gold forge (gp), electrum anvil (ep), silver hammer (sp), and copper common (cp).
Maps and tactics will be important. Reach weapons won't be handwaved.
I'm going to go with an Elf. Remember when they were actually a class in Basic?
I'll start out with a level of Wizard and then take a level of Fighter (or Ranger). Probably put most level emphasis on Magic-User (trying to get back in that old school groove with the names :) ) and will probably eventually go with the Eldritch Knight prestige class as that is perfect for simulating the old "Elf as a class" concept.
I'm going to start out wearing leather armor even though I'm not proficient with it because...darn it...elves could wear armor from the get go and still cast spells.
Cleric - Reach
Human Cleric 1
LN Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee longspear +2 (1d8+3/×3)
Special Attacks battle rage, channel energy, destructive smite
Spell-Like Abilities
. . 5/day—battle rage Cleric Spells Prepared (CL 1st; concentration +3):
1st (2/day)—bless, bless, magic weapon
0 (at will)—detect magic, light, read magic
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 10, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Combat Casting, Combat Reflexes
Skills Heal +6, Knowledge (religion) +4, Sense Motive +6, Spellcraft +4
Languages Common
SQ aura, domains (destruction, war), spontaneous casting
Other Gear Hide armor, Longspear, 130 GP
--------------------
TRACKED RESOURCES
--------------------
Battle Rage (5/day) (Sp) - 0/5
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) - 0/3
Destructive Smite +1 (5/day) (Su) - 0/5
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (5/day) (Sp) Grant +1 to a melee damage rolls.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Zon a Cleric of Vathris is originally a Flan nomad from the Bright Desert. He models himself after what Vathris once was, a Flan man with coppery skin, approximately nine feet tall, wearing beads of metal and clay in his long black hair ... a god who once stood for the future. However, he knows what Vathris' death turned him into, one now who only obsesses with the past and revenge.
The faithful of Vathris do not fear death or suffering, for they believe a Day of Vindication will come when all virtuous martyrs rise again to dwell with the righteous tribes to torment the wicked forever. They believe in keeping the laws of their people and judging carefully when to seek their vengeance.
About god Vathris
Zon: Human
Domains: Destruction, War
Favored Weapon: Black Long Spear
Symbol: The black Spear
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Upon further consideration, and looking at others posts I am going to submit a rogue.
Fluff
Rowan, Human (Oerid) Rogue, Bastard son of a wealthy merchant family in Gradsul. Mother was a barmaid in the docks district and he grew up underfoot in a tavern. Was taken in at an early age by the thieves' guild as a runner but took to more larcenous work quickly. Is charming and smart but lacks somewhat in common sense. Which might explain why he is on the run, as he should have known better than to sleep with the guildmaster's wife. He claims to be the world's greatest liar, but is fiercely loyal to his friends and those who do good by him.
Does Ulek have any footholds in the Pomarj? I am thinking of a rogue who acted as a spy and informant for the Justiciar's office. The justiciar in this town would have been little more than an executioner's office to persecute members of certain religions, races or ethnic groups in order to keep them from challenging their place in the status quo. Naturally, these people would take revenge on the staff of the justiciar's office and assassinate members from time to time.
After the last headsman was decapitated the spy/informant decided it was time to get out of town before it was learned that worked for the justiciar.
My inspiration was the episode of Blackadder in which he takes on the office of Lord High Executioner. But imagine Rehnee, humanoids or some such in the place of Catholics.
Mot Zon C'uiz - Cleric of Vathris from the Bright Desert
Spoiler:
Cleric - Reach
Human Cleric 1
LN Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee longspear +2 (1d8+3/×3)
Special Attacks battle rage, channel energy, destructive smite
Spell-Like Abilities
. . 5/day—battle rage
Cleric Spells Prepared (CL 1st; concentration +3):
1st (2/day)—bless, bless, magic weapon
0 (at will)—detect magic, light, read magic
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 10, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Combat Casting, Combat Reflexes
Skills Heal +6, Knowledge (religion) +4, Sense Motive +6, Spellcraft +4
Languages Common
SQ aura, domains (destruction, war), spontaneous casting
Other Gear Hide armor, Longspear, 130 GP
--------------------
TRACKED RESOURCES
--------------------
Battle Rage (5/day) (Sp) - 0/5
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) - 0/3
Destructive Smite +1 (5/day) (Su) - 0/5
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (5/day) (Sp) Grant +1 to a melee damage rolls.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Background
Zon a Cleric of Vathris is a Flan nomad from the Bright Desert. He models himself after what Vathris once was, a Flan man with coppery skin, wearing beads of metal and clay in his long black hair ... a god who once stood for the future. However, Zon knows what Vathris' death turned him into, one now who only obsesses with the past and revenge.
The faithful of Vathris do not fear death or suffering, for they believe a Day of Vindication will come when all virtuous martyrs rise again to dwell with the righteous tribes to torment the wicked forever. They believe in keeping the laws of their people and judging carefully when to seek their vengeance.
Zon has left the Bright Desert in pursuit of a band of Kobolds that passed through the desert killing livestock and raising mischief. To prove his dedication to Vathris, and earn his place in their church the village elders sent Von to seek vengeance on the Kobolds. While no one was killed by the vermin, their transgression could not be allowed. Zon was tasked with finding and killing the band's apparent leader, a reddish hued Kobold with a strange tuft of fur or scaly growth sticking out the side of his head. Having a late start in pursuit of them Zon has been tracking (not difficult due to the trail of live stock and looted food stores) them for weeks and now finds himself in the Principality of Ulek.
While Zon feels vengeance should be served on these lowly creatures, he believes he was sent from the village for other reasons. Zon, and the son of one of the village elders have been vying for the same woman, a young but talented tracker. Zon suspects he has been eliminated as a contender.
Human
Domains: Destruction, War
Favored Weapon: Black Long Spear
Symbol: The black Spear
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
We have a cleric, wizard and rogue to add to the mix--they are in too. Rowan, Mott, and Eldarian. Other retro threads have me wanting to give boons to fighter and rogues, hence the dwarven bonus feats.
After much conflict, I decided to put the Keep in Greyhawk, the setting created by the designer to keep it retro. If we have fun, we will then find a way to get to Dunwater.
You five can post in the discussion thread. I have a map of the keep, the area, and Greyhawk to link in the campaign tab.
Rowan's bonus feat:
Student of Anatomy: You watched a gruesome field hospital in action. You learned where the vitals are. Roll d8s instead of d6s when dealing sneak attack damage.
Feel free to post in the discussion thread. Your post in the gameplay thread will be the standard introduction post as you introduce yourself to the gate guards as you enter the keep. Wait for the cue.
Student of Anatomy: You watched a gruesome field hospital in action. You learned where the vitals are. Roll d8s instead of d6s when dealing sneak attack damage.
Gah! I saw this too late to join! I cut my teeth on B2 and the U series and I would love to actually participate as a a player, rather than GM (I have run them dozens of times, but never played). Please, could another group be formed (or could you squeeze one more in)?
I am just finding this and would love to play in the second group. I could play any class the group needs but would prefer to not play a cleric. Core book only... This will be fun.
I am very comfortable playing a wizard or sorcerer if Lord T is going Paladin. Seems like no one has claimed the arcane role (except the bard of course).
The plan is to keep recruitment till at least Monday the 27th.
If interested, pitch a character and background. Feel free to read the backround post in the recruitment thread and do some research on Ulek and Greyhawk dieties. I posted a link earlier to a great obsidian portal link.
Saint Cuthbert is a popular local diety that is LN and requires its clerics to channel positive. His weapon is a quarterstaff, a popular weapon among those too poor to forge metal.